- I’m using client authoritative movement (physics-based pawn).
- The vehicle’s transform is interpolated on the server, causing the transform on the server to lag behind based on velocity and latency.
- Like the title says, bullets are spawned on the server, only cosmetics and sounds are predicted.
I tried to extrapolate the transform and it helped a bit, but my method was not good enough.
Is it hopeless to extrapolate the transform of an interpolated actor? If not, what should I consider besides velocity and latency? Or do I need some form of predictive movement system?
Let me know if you need more details or if something is unclear. Thanks.